Important: Suggestion for a SupportGem

well this is my first suggestion in this forum and i'm not that experienced with the game..., but there is one really annoying thing that can get fixed pretty easy!
(+ english isn't my native language, so please, bear with it)

every time i play a melee character, i wondered about one thing: "why is this gem missing?"

what i talk about, is a gem that dissallow creeps to flee. at first i found a gem that let enemys flee and i thought "great there must be the reverse thing as well, i need this", but there is no reverse gem! why?

first i searched for all support gems available, but i didn't found anything, than i rushed through the forum suggestions and i found a lot of complain about melee and missing aoe, but it seems nobody missed that gem.

i don't have problem with masses of mobs (cleave works wonders), but the thing that destroys melee play for me is that mobs (like the spine serpents in act3 or constructs in act2) run around like a mad rabbit on viagra in heat!
there are many problem even without them running around like freaking rabbits, like the desync problem etc.

so please, consider this suggestion!

long story short:
please implement a support gem that dissallows creeps to run away from you.
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Temporal chains?
IGN: Sociopathy
makes them run away slower, but they still run away ...

what i have in mind is the same as the flee gem reversed
monster got hit by the skill linked with anti flee -> it will stay in melee range for the duration
So Enduring Cry. It's a taunt.
Something like a "10% to root enemies in place on hit"-support-gem would be quite fitting i think.
Enemies still run away even you cry for them and the slow of the chains is way to weak to stop them. The monkeys in act 2 go dip shit, run away becuase you brutally murdered one of his friends and start throwing stones (or their poo?) at you and you have to run for them. This is really annoying for a melee and to be honest, a pure melee without this melee typed ranged attacks, you have enogh problems that this shouldnt be one of it.

Maybe it could become a gem or an item stat like chance to flee chance to stay.
It would be interesting if there was a root option instead of chance to stay. rooting would be really powerful though because it would keep ranged monsters from being able to kite you.

i think a root would be to strong, because they try to balance pvp too and root againt range is just too strong (you can try it out as range vs the gold enemy at the start of act 3 with bear traps).
just something anti flee against mobs like monkeys, archers and snakes, so that you can attack them if you reach them once (and not run after them again and again)

btw i think diablo 2 had a ability like this, but not to sure about it...
"
DE3me wrote:
i think a root would be to strong, because they try to balance pvp too and root againt range is just too strong (you can try it out as range vs the gold enemy at the start of act 3 with bear traps).
just something anti flee against mobs like monkeys, archers and snakes, so that you can attack them if you reach them once (and not run after them again and again)

btw i think diablo 2 had a ability like this, but not to sure about it...


wouldnt this just be a taunt behavior then? Isn't this just enduring cry?

I think the real request here would be for better behavior of enduring cry on these types of mobs.

if you want to tell it that...
what i have in my mind is that if i hit creeps with the linked ability the creep will stick to me or at least in my range.

for example: cleave + anti flee -> hit the monkeys in act 2 -> even if one dies they will stick at you

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